Kingdom rush 4 speculation

Big Bad Bug wrote:Honestly, I want a return to the first KR games' setting. Not the place, but the time, when things were almost entirely medieval without being competelt fantasy like Origins or having so much technology like Frontiers. KR1 has the best balance in my opinion, and seeing some other war elsewhere (maybe beyond the Valoras Sea) occuring at the same time as the war with Vez'nan would be so cool.

I agree this the most. It felt more like what I viewed and I liked most if not all enemies because it gives me a good look and feel to these enemies. I'm always nostalgic because the second and third game didn't appealed to me as much as the first game. The feels and the difficulties are the only one that the next sequels lack. The frontiers had a good start with the desert and sunken citadel. Northern feels gave me some cold feel and allot to explore, Vikings, trolls, giants and dark places like an urban legend, grimms fairy tales or Disney woods and even creepy pasta gave me feel with some type of woods where I live in. Also some ruins in the woods would be fun but I don't want to make the game a horror game but more of a grim fascination rather than anything else. I'll show some screen shots.

good looks of it. Nothing special just heard some Magiv resistant troops, the Medievla settings and the King Denas Children. I also got in my mind some Heroes that resembles the Classes in RPG. A Paladin Hero, A Mage Hero and A Thief Hero. That would be great and also the Mecha or Robot as a Hero.

-a wetlands environment, possibly similar to the Rising tides expansion in KR frontiers, with varying terrain and Mythical ruins, full of tall grass, lilies, Palm/ cypress trees, with birds, fish, alligators and other swamp creatures, unlike other swamp maps this one is natural and more like a real world wetlands, and enemies can hide underwater at some areas, there's opportunity for boats, foot enemies, swimming enemies, and hidden dangers and monsters that occasionally pop up, similar to the worm Mua'dib in KR frontiers

-a level set in the sewers under the Capitol city of Linrea, the plot would be enemies trying to sneak into the city and Ambush from the sewer system, enemies can travel through pipes and corridors compromising the player's defenses, and water can rush in and pour onto towers and or barracks soldiers, temporarily stopping them from fighting or shooting like when Vez'Nan would put a curse over a tower, and the player would have to tap it repeatedly to free the tower, there's opportunities for giant rats, undead, monsters, and MUTANTS!

-a level set on top of a massive living creature, either benevolent and helpful or evil and a challenge. It could be set on the back of a whale so large it has trees growing on it, and splashes waves with its fins and tail, knocking out enemies or your own towers temporarily, and blows enemies into the air with its blowhole

-a wetlands environment, possibly similar to the Rising tides expansion in KR frontiers, with varying terrain and Mythical ruins, full of tall grass, lilies, Palm/ cypress trees, with birds, fish, alligators and other swamp creatures, unlike other swamp maps this one is natural and more like a real world wetlands, and enemies can hide underwater at some areas, there's opportunity for boats, foot enemies, swimming enemies, and hidden dangers and monsters that occasionally pop up, similar to the worm Mua'dib in KR frontiers

-a level set in the sewers under the Capitol city of Linrea, the plot would be enemies trying to sneak into the city and Ambush from the sewer system, enemies can travel through pipes and corridors compromising the player's defenses, and water can rush in and pour onto towers and or barracks soldiers, temporarily stopping them from fighting or shooting like when Vez'Nan would put a curse over a tower, and the player would have to tap it repeatedly to free the tower, there's opportunities for giant rats, undead, monsters, and MUTANTS!

-a level set on top of a massive living creature, either benevolent and helpful or evil and a challenge. It could be set on the back of a whale so large it has trees growing on it, and splashes waves with its fins and tail, knocking out enemies or your own towers temporarily, and blows enemies into the air with its blowhole

You play as the enemy. I know this for a fact. I hacked into their super high tech mainframe, using a compile of programs known only by me, and I am completely untraceable.

I am a 12 year old boy who loves lifting weights and going outside. I am writing two books at the moment and learning programming. I love gaming and other nerdy hobbies. I am a active forum member and to all new members, welcome

-a wetlands environment, possibly similar to the Rising tides expansion in KR frontiers, with varying terrain and Mythical ruins, full of tall grass, lilies, Palm/ cypress trees, with birds, fish, alligators and other swamp creatures, unlike other swamp maps this one is natural and more like a real world wetlands, and enemies can hide underwater at some areas, there's opportunity for boats, foot enemies, swimming enemies, and hidden dangers and monsters that occasionally pop up, similar to the worm Mua'dib in KR frontiers

-a level set in the sewers under the Capitol city of Linrea, the plot would be enemies trying to sneak into the city and Ambush from the sewer system, enemies can travel through pipes and corridors compromising the player's defenses, and water can rush in and pour onto towers and or barracks soldiers, temporarily stopping them from fighting or shooting like when Vez'Nan would put a curse over a tower, and the player would have to tap it repeatedly to free the tower, there's opportunities for giant rats, undead, monsters, and MUTANTS!

-a level set on top of a massive living creature, either benevolent and helpful or evil and a challenge. It could be set on the back of a whale so large it has trees growing on it, and splashes waves with its fins and tail, knocking out enemies or your own towers temporarily, and blows enemies into the air with its blowhole

I'm surprised you didn't suggest a Ghost Zone stage considering your username. I like these ideas a lot, especially the last one. We know little about the Grootslang (the monster in Crystal Lakes that breathes purple mist), so it's possible that it has giant brethren capable of carrying entire structures on their backs. Perhaps there could even be a limit to how many AOE attacks can be used in the level before the monster reacts and starts destroying troops and towers.

Personally, I would like some resistance to what I believe are aliens at the KRF plot line for KR4. Maybe the final few levels are on a spaceship. Actually if Iron Marines continued the alien and red gem story line I would be happy.

I like the idea of all races together earlier, where they create the red gem, but not yet. Two prequels in a series of four games seems awkward.

So overall, I like the idea of a separate battle somewhere else at the time of the original game. As long as it has some interaction with red gem. Because the red gem is the big item in the KR series. This also has the advantage of being somewhat more likely, since the beta testers of the KRF steam edition received a KR4 image teaser. It contained a windmill that was very similar to original KR one with a farmer saying "Something big is coming and it's not a storm" or something like that. Sadly I cannot find the image to show it.

I feel pretty late to the party for this discussion, but I figured I should throw my ideas here. Better late than never, right?

As overly ambitious as this might sound, I had the thought of KR4 (or future installments) featuring both a hero storyline (following the inhabitants of Linirea + allies) AND a villain one (following Vez'nan and his revived army). You would be able to start with either campaign however you like, but chronologically the game would start with the villain's storyline, and the hero's would begin just as the villain campaign finishes.

I see you guys have made many suggestions with towers, units and heroes, and I've got no real objections to them, but I thought I could include some potential villain towers and units to the topic, starting now:

Path 1: Dark Knights (275) -- Powerful champions of dark power. Due to heavy losses from the last war against the Heroes of Linirea, Dark Knight squads start with 2 individuals at a time.Health: 250Damage: 25-35Armor Rating: 70%Magic Resistance: NoneUpgrades: Cursed Blade (200/150/150)--Deals 25-65/55-95/85-125 Damage and "curses" the enemy, lowering their damage output by 5/10/15%Dark Captain (300)--Adds a third, stronger Dark Knight with 300 health, 29-43 damage, and 80% physical armor rating. This unit will prioritize the strongest enemies.Dreadful Presence (150/100/100) -- Enemies within a small radius from the Dark Knights take up to 10 / 15 / 20 additional damage from both Dark Knights and other towers.

*I know this sounds pretty overpowered right now, but the general idea here is that Dark Knights are physical powerhouses, even by fully upgraded barracks standards. The catch is that they are near-completely vulnerable to magic enemies, which might become more frequent encounters in later levels, and need other towers to help mitigate that threat.

Active AOE spell: Shadow Arrows -- deals damage in an area and has 20% chance of causing “fear,” forcing affected enemies to travel back the path for 4 seconds (“fear” chance is increased with upgrade)

Reinforcements: Bandits (Start off stronger than reinforcements in the past KR games, but you must pay a little bit of money to summon them [10-15 coins], but eventually you can get a reinforcement upgrade that summons them for free [called "Grudge-holders"]

*I admit to getting a bit lazy by the time I started writing the artillery section. But in either case, here ends my set of villain tower and unit ideas for upcoming Kingdom Rush games. I hope they’re intriguing enough, and I definitely encourage feedback and suggestions! I might come back for Hero ideas of my own later on.

Harkmen wrote:I feel pretty late to the party for this discussion, but I figured I should throw my ideas here. Better late than never, right?

As overly ambitious as this might sound, I had the thought of KR4 (or future installments) featuring both a hero storyline (following the inhabitants of Linirea + allies) AND a villain one (following Vez'nan and his revived army). You would be able to start with either campaign however you like, but chronologically the game would start with the villain's storyline, and the hero's would begin just as the villain campaign finishes.

I see you guys have made many suggestions with towers, units and heroes, and I've got no real objections to them, but I thought I could include some potential villain towers and units to the topic, starting now:

Path 1: Dark Knights (275) -- Powerful champions of dark power. Due to heavy losses from the last war against the Heroes of Linirea, Dark Knight squads start with 2 individuals at a time.Health: 250Damage: 25-35Armor Rating: 70%Magic Resistance: NoneUpgrades: Cursed Blade (200/150/150)--Deals 25-65/55-95/85-125 Damage and "curses" the enemy, lowering their damage output by 5/10/15%Dark Captain (300)--Adds a third, stronger Dark Knight with 300 health, 29-43 damage, and 80% physical armor rating. This unit will prioritize the strongest enemies.Dreadful Presence (150/100/100) -- Enemies within a small radius from the Dark Knights take up to 10 / 15 / 20 additional damage from both Dark Knights and other towers.

*I know this sounds pretty overpowered right now, but the general idea here is that Dark Knights are physical powerhouses, even by fully upgraded barracks standards. The catch is that they are near-completely vulnerable to magic enemies, which might become more frequent encounters in later levels, and need other towers to help mitigate that threat.

Active AOE spell: Shadow Arrows -- deals damage in an area and has 20% chance of causing “fear,” forcing affected enemies to travel back the path for 4 seconds (“fear” chance is increased with upgrade)

Reinforcements: Bandits (Start off stronger than reinforcements in the past KR games, but you must pay a little bit of money to summon them [10-15 coins], but eventually you can get a reinforcement upgrade that summons them for free [called "Grudge-holders"]

*I admit to getting a bit lazy by the time I started writing the artillery section. But in either case, here ends my set of villain tower and unit ideas for upcoming Kingdom Rush games. I hope they’re intriguing enough, and I definitely encourage feedback and suggestions! I might come back for Hero ideas of my own later on.

Let's see...

Out with the shadow archers, in with the skeletons! Their silence ability looks pretty handy against magic enemies, and bone launcher can establish a choke point while dealing nice damage!

Hatchet throwers look good for taking on tougher enemies, with heavy damage, armor reduction, and freezing.

Dark knights have a powerful skill set, and the reduction to two at a time is a lore friendly way to balance it out.

Spiders look good for disrupting and debuffing the enemy.

The passive, the corruption, and the buffing add up to corrupt warlock being great at supporting your allies.

I've always loved damage over time, and the flareon duo look like they packed a lot.

The Orc bombers (wouldn't it be goblin bombers?) just look good at dealing a ton of damage.

Forest Titan looks like an answer to the DWAARP; a unit that trades damage for crowd control.

Teleportation and tornadoes are for pansies! Why use all that when you can just INTIMIDATE your foes into walking away from you? Get shadow arrows today!

The gold mechanic is interesting. I imagine that for the final upgrade that grants them a ranged attack, they become pillagers? (Or whatever those armored bandits who threw spikes balls were called)

Such awesome speculations and magnifisant ideas, it would be great to have it on the battle field. Good on you bro

Simple curious little Elvish youngling who willingly got lost in the vast universe of Edih'NoriAsk me about anything related to Kingdom Rush. I've beaten it on normal when I was 9 (2k11)I have KR and KRF on Android and Steam and KRO on Iphone